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Jurnal Teknologi Riset Terapan
Published by Goodwood Publishing
ISSN : -     EISSN : 29867169     DOI : https://doi.org/10.35912/jatra
Jurnal Teknologi Riset Terapan (JATRA) adalah jurnal peer-review yang menerbitkan artikel penelitian asli dan berkualitas di bidang teknologi riset terapan. Jurnal ini bertujuan menjembatani kesenjangan antara teori dan praktik dalam ilmu pengetahuan dan teknologi agar dapat diterapkan dalam kehidupan sehari-hari. Ruang lingkup JATRA mencakup, namun tidak terbatas pada, bidang-bidang seperti Teknik Industri, Teknik Informatika, Ilmu dan Teknik Material, Manufaktur, Mikroelektronika, Teknik Elektro, Teknik Mesin, Teknik Kelautan, Arsitektur Kapal, Teknik Dirgantara dan Pemeliharaan Pesawat, Teknik Kimia, serta berbagai aplikasi mekanikal, elektrikal, elektronika, dan informatika dalam bidang rekayasa dan teknologi terapan.
Articles 1 Documents
Search results for , issue "Vol 3 No 2 (2025): Juli" : 1 Documents clear
Developing an Educational Game about the Nusantara Kingdom Using the Game Development Life Cycle Method Afif, Qunita; Armin, Aidil Primasetya
Jurnal Teknologi Riset Terapan Vol 3 No 2 (2025): Juli
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jatra.v3i2.6127

Abstract

Purpose:  This study aims to develop a history-based educational game themed on the Nusantara Kingdoms as an alternative learning medium for fourth-grade elementary school students and to evaluate its effectiveness and usability. Research Methodology: The study was conducted at MI Muhammadiyah 25 Surabaya involving 51 fourth-grade students. The game was developed using the Game Development Life Cycle (GDLC) method, which includes initiation, pre-production, production, testing, beta, and release stages. Unity was used as the game engine to develop a puzzle platformer educational game. Data collection techniques included Black Box Testing to evaluate system functionality and White Box Testing to analyze the internal logic and program flow, pre-test and post-test analyzed using the N-Gain method to measure learning improvement, and the System Usability Scale (SUS) questionnaire for usability evaluation. Results: The results of Black Box Testing indicate that all game features functioned properly. Learning effectiveness analysis shows an improvement in students’ understanding of historical material, with an average N-Gain score of 0.335 (34%), categorized as medium improvement. The SUS evaluation produced an average score of 70.59, indicating acceptable usability. Conclusions: The developed educational game is effective, functional, and easy to use for elementary school students. Limitations: This study involved a limited number of participants from one school, focused only on Nusantara Kingdoms material, and the game is available only on the Windows platform. Contributions: This research contributes an interactive GDLC-based educational game as an alternative history learning medium for elementary education.

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